Advanced Setup is where Perfect Dark really shines. Practically every element
of gameplay can be bent to your will. Select the Advanced Setup option from
the Combat Simulator menu to start the fun. There are eight categories of
features you can manipulate.

They are discussed in detail below:

1. Scenario

The Scenario function sets up what kind of contest you'll be playing. Choose
from the following options.

Free for All!

Combat

Kill, kill, kill. Hunt down others in the arena
and end them. Period. This is as straightforward as it gets.

Hold the Briefcase

A single player totes the briefcase while all
the other players try to wrest it from his/her dead paws. The longer you
hold the case, the more points you have. Kill the case holder and score the
case.

Hacker Central

Locate the hidden computer terminals and access
them with the Data Uplink. The player with the most points wins.

Pop a Cap

The computer selects a target for each player.
That person must eliminate the target to score points. The most points wins.

Teamwork

King of the
Hill

A section of the arena is designated as the
hill (either temporarily or for the whole game). Teammates must find and
defend this patch of turf. Points are scored by holding the hill for specific
time increments. If no one holds the hill, it is green. Otherwise, it is
lit the color of the team who controls it.

Capture the Case

A briefcase is located in each team's base
(indicated by team color). Grab other teams' cases and smuggle them back
to your base to heap on the points.

One graze, nick or glancing blow will kill.
Aim is a non-issue. A foot is as good as a face.

Slow Motion (On)

Plaaaayerrrrrs mooooove veeeeery sloooowly.
Use this to simulate the Combat Boost.

Slow Motion (Smart)

Slow motion only occurs when you are in contact
with another player or simulant. Otherwise, action moves at a brisk pace.
Use this to hone Boost combat skills without annoying yourself with hour-long
walks through the corridors.

Fast Movement

The opposite of slow motion.

Display Team

Lights up team members in dilineated colors.

No Radar

Deactivates the radar display.

No Auto-Aim

Deactivates auto aim.

Kills Score

Each kill is tallied on the game score.

Show on Radar

Tracks location of game objectives (i.e. hill,
briefcase, computer) on a small radar screen similar to R Tracker.

Highlight

Highlights weapons, ammo, etc.

3. Arena

Where shall we play? Perfect Dark picks up where Golden Eye left off, giving
salivating players 16 separate locales to conduct their deadly fun. Below
are descriptions of each available arena:

Skedar
Taking a page from the Battle Shrine solo mission, Skedar captures the flavor
of the alien ruins. Run willy-nilly through the tunnels, vying for the top
positions in this level.

Key spots:
1) In the upper reaches of this arena, there are a pair of balconies that
face each other. In Hill contests, the hill will often be one of these. Move
to the other to take down the opposing forces, then quickly run to the lit
area.
2) Often a Briefcase or Hill location, a bumpy room full of low hills is
a bad place to get caught. Use the tunnel that cuts underneath it to make
a swift exit.
3) The obelisk room (with a balcony above) is the scene of many-a-frag. Move
around the pillars in the lower room, hunting prey. When above, pick off
easy targets in the area below.

Pipes
Patterned after the dataDyne labs, the Pipes feature several precarious walkways,
winding ramps and narrow hallways. Stick to the catwalks to shoot unwitting
prey below, or stake out a corner of hallway to gain mega kills.

Key spots:
1) The winding catwalk to the second floor is a bad place to be caught. If
an enemy spots you there, it can topple you by shooting the grating from
beneath your feet.
2) The cavernous rooms full of pipe walkways are often stocked with goodies,
but you are in constant danger of falling into the abyss.

Ravine
This rocky, cavernous maze of tunnels and small chambers winds upwards, exposing
players below to death from above.

Key spots:
1) There is a pipe that runs alongside the rock face. Use it to cross the
chasm below, but beware. You're an easy target when crossing this long
pass.
2) Use the vertical pipe to climb up to the next level.
3) Maneuver crates in the side rooms to barricade yourself and camp, waiting
for the troops to come to you.

G5 Building
The G5 looks similar to the solo mission level. Patrol the many layers of
this locale with a mind to sniping. Great for hill battles, but it's easy
to get lost. Memorize paths through the maze and spawning points to maximize
the fun.

Key spots:
1) The high balconies provide good sniping shots. Beware, though. There is
almost always an entrance nearby. Keep track of the radar to monitor approaching
enemies.
2) A four-columned room with a spiralling walkway above is a great place
to grab ammo and regroup.
3) Watch out for tight corners into small rooms. You may get ambushed if
you're not walking lightly.

Sewers
A series of chutes, ladders and elevators, this level goes up, up, up. Run
the perimeters looking for ammo, then scoot into the interior to join the
brawl. Great for Hill match-ups, the narrow hallways and multi-level action
makes for non-stop fun.

Key spots:
1) The central room is little more than a walkway suspended above a watery
moat. This is a key encounter point. There are five entrances into the room.
Use explosives and team members to maximize your chances of holding down
the fort and collecting kills.
2) A grid of narrow hallways on the top floor is another key battle location.
Lots of weapons and ammo spawn here. Strafe between the halls, killing as
you go.
3) The elevator is a quick way to get to the second floor, and a quick way
to die. Simulants love to ride the lift, doling out death.

Warehouse
The warehouse is one of the most wide-open arenas in the game. That is, until
you get between stacks of crates and squeeze into narrow crawl spaces. Great
for Pop a Cap or Combat games.

Key spots:
1) To get to the high catwalks in the warehouse rooms, find ladders tucked
into the groups of crates. This leads to a power-up bonanza.
2) Crawlspaces provide a good place to surprise unsuspecting players. Watch
your radar from those sneaking from behind.

Grid
The Grid contains one of the coolest features in the game--a glass floor
that can be shot out from beneath. Otherwise, it is a dodge-between-columns
affair on the ground floor.

Key spots:
1) The foyer contains a ton of power-ups. Everybody else is coming to get
them here, too, so watch your back.
2) The main hall is stocked with pillars. Try top stay on the move and pick
off your foes as they attempt (feebly) to seek cover.
3) Upstairs is a large room with central, low-lying blockade. Often, you
will find the most powerful weapon here. Don't get caught. If you find another
player in here, treat him/her like a fish in a barrel, because that's exactly
what he/she is.

Ruins
Based loosely on the Skedar Ruins from the Solo Missions, this is a runner's
course. Practically all snaking corridors and dangerous alleys, Ruins is
great for run-n-gun Combat action.

Key spots:
1) A sandy courtyard leads to four entrances. Camp in the corner for a good
view of all entrances. Great spot for us vs. them team battles.
2) A diamond-shaped, blue-lit room is the only real open area in this arena.
There is usually a powerful weapon and some ammo here.

Area 52
Akin to the outdoor portions of Area 51 in the solo game, Area 52 is basically
a fortress, complete with sniper towers and a moat.

Key spots:
1) In an open, octagonal courtyard, you'll find a dry moat teeming with goodies.
Scoot in, grab what you need and get out. You are a sitting duck in there.
2) In the same general area is a sniper tower. This is a long-range weapon
paradise.
3) Scattered through the arena are a series of ventilation shafts. Crawl
in quickly to benefit from their bounty, then haul out.

Base
With its share of open spaces, connected by twisting hallways, the Base may
remind you of the Warehouse.

1) As with the warehouse, find crates and use them for cover. Then sneak
out and take down foes without being suspected.
2) The long ramp and elevator are your best bets for getting to the second
level quickly. Once there, take up a position at the top. The enemies will
come right to you.

Fortress
This one is a bit weird: four paths converging at a single point above a
central abyss. Watch your toes, it is easy to commit suicide with a single
misstep. Each of the hallway leads to a separate, smaller room on the opposite
end of the abyss. A great Combat level for four players.

Key spots:
1) Obviously, the central abyss is where the lion's share of action will
go down. Don't get caught in the middle, though. You are super-visible as
you cross.
2) The second floor is stocked with ammo and weapon niches. Scoot through,
grabbing goodies for the fray.

Villa
Another wide-open arena, the Villa is patterned on solo mission 2. Stick
to the smaller rooms for maximum cover, otherwise, wind your way to the top,
sniping those gathered below.

Key spots:
1) When you get to the high catwalk near the perimeter of the villa, you'll
notice a single pipe standing alone below you. Line yourself up with the
pillar, then walk across. You momentum will carry you across the divide.
2) The long corridor cut in the rock is a bad place to be unless you are
properly stocked with weapons. There are virtually none stashed down the
length of this passage, so duck against the walls for cover if trapped
here.
3) A balcony over a small pool is the best place to camp in this level. It
has a single entrance, so is easy to defend. Lob Grenades or other explosives
below to rack up the kills.

Car Park
This arena is fairly sparse, and has its share of wide-open action. Take
the stairwells up to duke it out in the huge concrete expanses. Great for
Combat or Pop a Cap.

Key spots:
1) There are four separate access points to each level: the winding stairs
in each corner. Close combat should be avoided here, unless you plan on taking
down your foes as they climb. Watch behind you. There's always a door waiting
to be opened, an ambush waiting to happen.
2) Several doors take a while to open. As they make their slow ascent, target
the feet of your foes to record easy kills.

Temple
You may recognize this level from GoldenEye. It isn't exactly the same level,
but it's close. Get your nostalgia on with at least four players to heighten
the joy.

Key spots:
1) In the center of the grid is a four-way connecting point. If you've got
a Laptop Gun, this is an excellent place to deploy it--virtually everyone
has to come through here.
2) In the top floor is a drop-through point you'll want to keep in mind if
action is getting too heavy.
3) Also on the top floor is a popular dead end jam-packed with gear. Get
in and get out.

Complex
Another GoldenEye level, Complex is just as sneaky and labyrinthine as always.

Key Spots:
1) It is easy to get lost in this level, so keep track of the landmarks.
A good place to remember is the V-shaped section of corridor on the first
floor.
2) There are tons of great sniping nooks here. Keep winding you way up until
you're looking down on a mess of hallways, then snipe away.
3) Climb the grates near the perimeter to gain rooftop access-a new feature!

Felicity
Felicity is a take-off from the Bond Facility level.Large meeting rooms and
blind corners make this one a blast.

Key spots:
1) There are two rooms with large, empty drums in them. Sneak inside an wait
for enemies to ambush. Make sure you have a powerful weapon, though. This
is a nice piece of real estate, especially in Combat mode.
2) The ventilation shafts into the bathroom are even better for some
camp-and-kill action.
3) Stay away from the centers of the large rooms. Use the walls for cover
and sneak through these areas, instead.

Put your favorite tools of destruction into this menu to further tailor your
Simulator experience. Keep in mind both properties of a given weapon and
try to balance them against one another. For instance, the AR34 and Dragon
are a fairly even match. Keep explosives out of small arenas to limit the
body count. Practice makes perfect. Choose up to six weapons per game.

Limits determine what set of circumstances will end any given contest. All
of the options can be set to No Limit as well. The limits are based on whichever
circumstance is reached first.

Limit

Default

Range

Time

10 min.

1  60 min.

Score

10 points

1  100 points

Team Score

20 points

1  400 points

6. Player Handicaps

This setting allows the player to manipulate player handicaps. If a
super-experienced player is taking on a beginner, you may want to seek out
this option. Manipulate options with a slider that tracks from 10-1000%.

7. Simulants

Simulants are one of the most significant and welcome changes from the GoldenEye
game. Simulants are computer-controlled baddies that fill the arena for muzzle
fodder. Each has its own personality. They follow the characteristics programmed
in them to provide various new challenges. Rare tells us that we should all
be playing against Dark Sims before long. Good like, gamer. I'll see you
on the other side.

Unlock new and better Simulants as you progress through the Challenges. Here
are the characteristics each possess:

Normal Simulants

Type

Description

MeatSim

Pure flesh,
no strategy. Just begging to die. Stock up on these if you don't want a
challenge. Poor fighting skills, poor hit points, dumb as rocks.

EasySim

Only the basics.
This simulant has been through boot cam, but probably won't be much of a
target.

NormalSim

This simulant's
skill level matches a normal human player's.

HardSim

A step up
from Normal, this sim has the skills to make the deals. Kill with extreme
prejudice.

DarkSim

This guy is
juiced up beyond belief. The top of the line in butt-kicking technology,
you'll have your hands full when a Dark Sim is on the prowl. They move
super-fast, target with deadly accuracy and are all attitude.

PerfectSim

As the name
implies, this Sim rarely misses. The absolute best Sim in the game. Very
quick, ultra-stealthy and at the height of weapon mastery.

Special Simulants

Type

Description

PeaceSim

PeaceSims
are not fond of your gat. They scurry around snagging all of the ammo, and
attempting to disarm players with drawn weapons. Kill one to score a goldmine
of weapons. Isn't it ironic? Dontcha think?

ShieldSim

This wuss
makes a beeline for Shield technology, hoarding all the protection scattered
throughout the arena.

KazeSim

Hmmm. Let
me get this straight. This Sim doesn't mind taking one for the team, as long
as he gets his man. Steer clear of the Kaze. He's usually strapped with Grenades
or other treats, and not adverse to dying to get his shots in.

RocketSim

A total
explodaphile, the RocketSim likes the biggest, noisiest weapons around.

FistSim

These Rocky
Sims are always eager to put up their dukes. Make sure you are strapped with
an arsenal to take these down. They are quite good with a righht hook when
cornered.

PreySim

Natural selection
at its best, the Prey Sim only targets weaker opponents. This includes those
who have recently entered the arena, those low on health and those with weak
weapons.

CowardSim

Another of
those namby-pamby no-fight types. These guys run away if you're sporting
a weapon stronger than theirs.

JudgeSim

The Wopner
Sim will always go after the player (or team) in the lead.

FeudSim

At the begging
of the contest, the FeudSim will choose a mark and dog that person all game
long.

SpeedSim

Remarkably
quick, the SpeedSim is dangerous with the disarm as it passes. Don't get
in a footrace with these bozos. Stand your ground and mow them down.

TurtleSim

The Turtle
Sim has double the shield power of a normal shield. It matters not is there
is a shield in the arena-the shield is standard issue. The TurtleSim is also
quite slow.

VengeSim

The VengeSim
likes cold dishes. He will always attack the last player to have knocked
him off.

8. Teams

Set up teams from this menu. Select the player, then pick a color. Both Sims
and humans can play on the same team.